to provide 25% additional Honor and Conquest gains for healers as a high priority queue in Solo Shuffle
we had that before and that did nothing. for healers either:
award 2k gold for 3/6 ss wins, 1k gold for rbg win, 500 gold for 3s wins, 400 gold for 2s wins;
best resolution, most players don’t like healing AND alt gearing isn’t dependent on gold so most players will have a sustainable reason to play healers
AND this will attract pvers and casuals to play pvp
0 cr loss at 2/6 wins solo shuffle or minimize the losses of 2/6 wins to a max -5 cr
helps healer mains or those wanting a quick duelist rating. doesn’t help the majority
buff healers and their pvp trinket bonus to match dps values but a bit less to not promote dampening
rdruid, evoker, hpal, and hpriest need so much help in 10.1.5; good fix, helps maintain healer mains
or +100% honor/conquest so we cap weekly vault twice as fast
this does nothing until conquest cap is removed; this is a temporary fix, healers will stop playing when alts are geared
no one is highlighting the main problem, most main specs are dps NOT healers. healers are a casual spec so you have to reward it for dps players to play it without making them quit fast (such as gold rewards, alt gearing means it only works until the alt is geared and then healers stop playing). buffing healers makes it better but doesnt solve the main problem, which is most ppl just don’t like healing regardless of gameplay satisfaction.
Healers legit do not deserve this crap or the crap you came up with. Pvp healing has always been a nails on a chalkboard and always will. Giving huge incentives like 1kg per 3/6 LOL thats not going to fix it when technically you are still losing
Ah, yes. Add incentives that allow healers to cap conquest and 3/3 vault faster resulting in them queuing less overall. Smart.
Any incentive should encourage players to play their healer characters more, and their DPS characters less. Reward healers with BoA honor and conquest items that can count toward vault. This would make playing a healer the best way to gear up alts.
Only massive gameplay changes and adding new healing specs would properly make healing fun and increase healer participation.
It was a bandaid fix using tech they already have in the system.
The only true fix for making healing less soul-crushing is to either give every healer the same offensive output potential as prenerf Fistweavers had, or fix the fact that damage is crazy high and something will die 100-0 in a Cheap Shot if no trinkets are available. The mental conversation you have with yourself over, “Damn, maybe I should’ve gone for a heal instead of that offensive button” is far less painful than, “wtf am I supposed to do? He just died through every single defensive I have.”
Most WoW arena players are objectively bad. While the 1% is mentally rehearsing the next 18 seconds of the game at any given moment and don’t put themselves in a position to be 100-0’d as often, most players are reactionary, and having a misplaced global lead to death feels extra bad when you frequently misplace globals like most players do.
But hey, I’ll take the 25% in the meantime. It leaves more time for other activities.
I get that DPS players don’t really understand all the griping of Healers, so let me explain it in simple words.
RSS, from a DPS perspective, is fun. It’s “Big dam,” all the time. Every button press feels impactful - not least of all because RSS starts at 30% Dampening and goes to ~65% Dampening in a min. Damage becomes nearly unhealable right out the gate. Fun for DPS, not so much for Healers.
RSS, from a Healer perspective, is a sweaty game of “Can you keep an idiot alive in deep Dampening?” After all, there’s always that one DPS that’s going to tank and make the Healers go 3-3 unless you can somehow keep him standing long enough for a miracle to happen (read: they land a kill). RSS healing is nothing but pure pressure, trying to carry dead weight along to a win - while also being handicapped by Dampening. DPS are having big fun moving health bars with every auto attack, Healers are sweating bullets as they spam their biggest heals and health bars don’t move. Let’s not forget the fact that Healers also get to deal with DPS deriding them for their poor healing performance while completely ignoring the fact that the RSS is literally played in deep Dampening.
So, yeah, it’s not that fun - hence the queue times. I really don’t know how they’re going to fix it. Incentives might work to entice some players to heal, but they have to be actual incentives - not fish boxes or useless “Marks of Honor.” Extra Honor/Conquest just leads to Healers capping faster and - presumably - not queueing again until the following week.
They might want to consider addressing the Dampening in RSS - maybe scale it back a little, or alter the way it ramps. Maybe not 30% Dampening right out the gate and ~65% Dampening a min. later? I know it’s not a very popular suggestion; however, I really don’t think altering the Dampening in RSS is going to change things as drastically as some people claim.
One thing is guaranteed, however: if nothing changes, and Healers keep getting ignored, RSS is just going to get even worse - which is sad because RSS has a lot of potential.
As per people suggesting DPS-only queues: be careful what you wish for.
I want a better rating system so that healers in general aren’t an average of 200 rating below the DPS at the top end.
Make it so healer get a bit of mmr/cr on 3:3s, stop punishing us because 1 DPS in the lobby doesn’t know that buttons exist and los exist and go 0:6. It is out of my control as a healer to win with a bad DPS and I get punished for it.
Asking for +CR as a default for 3-3 lobbies is not a sustainable solution any moreso than doing nothing, if the spirit of competition is going to take any part in the discussion.
Gaining rating as a baseline for even games just turns it into a matter of how many lobbies someone can spam.
Those healers at 3300 will just be 13300 instead. The bell curve gets spread over a larger range and it just means 90% of healers get their 2400 rewards instead of the 3% or whatever Blizzard has things tuned for.
Stop asking for rating when you go 3-3 in an evenly matched lobby. It can’t happen. It won’t happen.
I’d like to see healers have a different rating system than DPS in SS. This is wishful thinking, but I think your performance, as a healer, should matter, even if you lost the round. Again, I have no idea how they could design it, but imagine they figure it out and its designed well where even though you played extremely optimally and lost, you didn’t lose as much MMR or rating for that round because it was out of your hands that I decided to suicide in a random location without grounding the cyclone poly spam on you.
I want to encourage healers to play more, not punish them, idk